Quantifying Lag / Shaking / Rendering Ability
- decaff_42
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Quantifying Lag / Shaking / Rendering Ability
What are the ways we can quantify how "bad" lag or shaking is or how hard YSFlight is working to render a map or airplane?
FPS seems like a highly relative measure as it can very widely between users and seems to largely depend on hardware.
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- waspe414
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Re: Quantifying Lag / Shaking / Rendering Ability
By my math, YS has 24 binary bits of floating point precision. This means just visible shaking (roughly 1cm precision) occurs beyond 80 miles from map center. See the following table:
For more information regarding the specifics of floating point precision, see viewtopic.php?f=285&t=8625&p=98882
The point where reality begins to break down and even the ground and sky stop rendering is about 100 billion kilometers
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- waspe414
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Re: Quantifying Lag / Shaking / Rendering Ability
This is performance on my computer (Ryzen 2600, GTX1660) with a 400,000 face model. Windows 2015ver.
D3d: 64 FPS, OGL1: 11 FPS, OGL2: bounces between 55 and 61 FPS
OGL1 runs entirely on a single CPU core, maxing out at 20% utilization. D3D seems to run more on one core, but uses all. OGL2 doesn't seem to have a CPU preference. D3d and OGL2 use the GPU, with D3d's utilization being much smoother, which reflects in the framerate stability.
With a 273MB DNM (2.7 million faces), when the visual file is loaded, YS uses up to 1.3GB of RAM then crashes. Whether that's a DNM size cap or a total RAM cap I'm not sure, but we're not likely to hit that number any time soon.
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